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WARRIORS OF IRARi 

The Warfare of Barsoom in Miniature 



RULES FOR INDIVIDUAL AND LARGE-SCALE 
LAND AND AERIAL CONFLICT 





GYGAX & BLUME 



PUBLISHED BY 



TACTICAL STUDIES RULES 
Price $5.00 



INQUIRIES REGARDING RULES SHOULD BE ACCOMPANIED BY A STAMPED 
RETURN ENVELOPE AND SENT TO TACTICAL STUDIES RULES, 542 SAGE 
STREET, LAKE GENEVA, WISCONSIN 53147. 



U.S.* 



wmwrns m mar: 



The Warfare of Barsoom in Miniature 



COMPLETE RULES FOR MINIATURE WAR 

GAMES, INCLUDING AERIAL WARFARE, 

FOR MASS ARMIES OR INDIVIDUAL FIGURES 



GARY GYGAX AND BRIAN BLUME 



ILLUSTRATIONS BY GREG BELL 



1 COPYRIGHT 1974 - TACTICAL STUDIES RULES - ALL RIGHTS RESERVED 

1 



FORWARD 

Worlds of heroic fantasy are many, but perhaps the best known of them all Is the 
Barsoom of Edgar Rice Burroughs; where John Carter, Tars Tarkas, Dejah Thoris eta I 
adventure endlessly in eternal youth. These rules are an attempt to expand your vicar- 
ious enjoyment of this Martian world. While there are but eleven books in the entire 
series there is a limitless new realm of possibility awaiting herein. The essence of 
Barsoom — the fearless warriors, the men, the monstrous animals, the geography of 
Burroughs' Mars, the social customs, the the weaponry — has been formalized into rules 
which permit the creation of whole new sagas. The tale can be as simple as a minor 
skirmish between two swordsmen, or it can be as complex as the interactions which arise 
between several of the Barsoomian city-empires. It can be the lone adventures of a hero 
pitted against the harsh realities of Martian wilderness, or it can be the epic tale of a 
voyage of discovery aboard small flier. Of course there is a slight hitch . . . 

ERB did not create Barsoom without labor — forethought, planning and plain hard 
work. To a varying degree the same will be true for those who use WARRIORS OF MARS. 
It is axiomatical that one gets as much out of something as is put into it. As wargames 
are inter-personal affairs, there is also to be considered the correlary about the chain 
being as strong as its weakest link. A simple game will require little effort on anyone's 
part, but as play is expanded there is no question but what each participant will hove 
to help in the creation of the whole. In this regard these rules serve as a framework; 
they provide nearly the entire structure for the simple games and adventures (the players 
devising only the scenario), but for the long-term campaign the creation is in the hands 
of those participating. 

WARRIORS OF MARS, then, gives the reader multiple levels of play. Episodic games 
— whether based on large battles or individual combats or adventures — can be devised 
and completed without undue effort or the requirement of lengthy play. Related episodes 
can be attained simply by devising the background upon which to play them. Campaigns 
requiring a referee and several participants are generally left to the imaginations of 
those concerned, remembering that the laws which will govern all are clearly deliniated 
herein. The rules have been kept to a minimum, the barest necessities required for con- 
sistency and clority. We believe that those who use them will be amply capable of 
whatever expansion and augmentation they require to make their Barsoom an enjoyable 
place in which to stage their adventures I 

The authors of WARRIORS OF MARS are both principals of Tactical Studies Rules; 
and this is the first such set of rules released by the company, but hopefully not the 
last, for we gained as much enjoyment from their creation as we believe that those who 
employ these rules will get from the games generated by them. It should also be noted 
that this project was done at the request of the firm which originated the miniature fig- 
ures for this singular aspect of wargaming - another first for us. Brian Blume is an ardent 
boardgame enthusiast just recently recruited to the ranks of miniature warfare, and he 
has brought many fresh concepts into this creation (we in fact talked him into using a 
variation of his rules for individual dueling for WARRIORS OF MARS rather than saving 
it for his own rules design) . So we invite you to mount your waiting thoat or fasten your 
harness to the iron ring of the sleek flier and go adventuring — all Barsoom awaits a 
new John Carter ! 



E. Gary Gygax 1 July 1974 

Tactical Studies Rules Editor Lake Geneva, Wisconsin 




r^^T 



r* 3Eii/- 



Jnfox 



Introduction 

Part I : Land Warfpre 

Turn Sequence 

Movement Trays & Organization 

Formations 

Terrain Effects Upon Movement 

Missiles 

Terrain Effects Upon Missiles 

Melee 

Morale 

Sieges 

Individual Combat 

Individual Adventures 

Individual Combat Tables 

Campaigns 

Part II : Aerial Warfare 

Fliers 

Fire 

Elevation & Depression of Guns 

Damage 

Ramming & Collision 

Grappling 

Boarding 

Boarding Melee Table 

Bombing Fliers 

Air-To-Ground Combat 

Ground-To-Air Fire 

Part III: 

Notes on Personality Figures, 

Barsoomian Races & Animals 
Missile Fire Table 
Melee Table 
Morale Table 
Boarding Melee Table 
Bombing Table, Aerial Targets 
Bombing Table, Ground Targets 
Individual Combat, Animals vs. 

Animals and/or Men 
Fliers, Aerial Combat Tables 
Range 
Damage 
To Hit 



5 Hit Location 55 

7 Critical Hits 55 

7 Target Size 55 

8 Target Facing 55 

9 Individual Combat, Men vs. Men, 

Combat & Iniative Table 56 



11 






12 






14 


MAPS AND ILLUSTRATIONS 




14 






16 


Barsoom, North Fble 


28 


16 


Borsoom, Western Hemisphere 


28 


19 


Barsoom, Eastern Hemisphere 


29 


24 


Barsoom, South Pole 


29 


27 


Thark on Wild Thoat Co 


ver 


27 


Barsoom 


3 


31 


Green and Red Warriors 




32 


Battle on Barsoom 


6 


32 


Issus, Goddess of Life Eternal 


10 


34 


Red Warrior on Domestic Thoat 


13 


34 


Warhoon 


15 


35 


John Carter, Tars Tarkas and the 




35 


Plant Men of Barsoom 


18 


36 


Zitidar 


20 


36 


Calot Plant and Sith In Jungle 


21 


38 


Plant Man 


22 


39 


Banth Versus Calot 

Black Pirates and Therns Battle 


23 




In The Valley Dor 


25 


39 


Green Men and Fliers of Helium 


26 


49 


Barsoomian Warships 


30 


49 


Scout Fliers 


33 


50 


John Carter, Warlord of Barsoom 


37 


51 


Carthoris 


40 


51 


Tars Tarkas, Jeddak of Thark 


41 


51 


Kantos Kan 


42 




Yellow Warrior 


43 


52 


First Born 


45 


54 


Holy Thern 


46 


54 


White Ape 


47 


54 


Apt 


48 


54 


Calot 


48 



INTRODUCTION 

These rules are designed to fit multiple levels of play, either separately or in com- 
bination with each other. Thus, it is possible to use these rules to fight large-scale 
actions between opposing armies, including aerial combat, to concern play with indi- 
vidual figures only, — again including aerial combat, to include a referee and stage 
campaigns, or to do the same but instead of campaigns to use the referee to set up the 
scenario for individual adventures! In fact, all of the above can be combined into a 
complex campaign game with many participants. On the other hand it is an excellent 
vehicle for simple games involving but two players. What has been provided is a multi- 
purpose set of guidelines for whatever use is most desirable to those who employ them. 
A quick scanning of the index should make the possibilities readily apparent. 

Generally speaking the parts of the rules are not inter-dependent. It is not necessary 
to know any section well before going on to use another. It is necessary, however, to 
know the rules thoroughly, so read them carefully before you play them. Some parts do 
not strictly adhere to the "facts" as presented by Edgar Rice Burroughs — partially be- 
cause he was somewhat contradictory, and partially due to the necessities of designing 
wargame rules around a series of books. Barsoom is captured herein in essence, but a 
wider scope for individual change has been allowed for, save for salient features like 
the near-invulnerability of John Carter. Some standardization was required, as in the 
types of fliers, but those who would rather have wide variety can easily expand the 
range by using the parameters which are given. The races of Mars, its animal life, and 
its topographical features are all accounted for. It is up to you to make them into a 
game which you find enjoyable. 

Unless there is a large army immediately available it is suggested that play begin on 
a man-to-man basis, for this requires only a few figures. As collections grow personal 
adventures, mass battles, and aerial warfare can be added. The rules are designed to 
grow with your familiarity with them and with the availability of miniature figures to 

use in play. 

Finally, some readers may wonder why certain aspects of the Martain series of Edgar 
Rice Burroughs have been omitted entirely. ERB had a vivid imagination, and he wrote 
about many unusual creatures and circumstances which were extraneous to typical 
Barsoomian life. These aspects would affect only the "personal adventure" area of the 
rules, and in the interest of space they were omitted. As with any other part of these 
rules, however, the participants can do their own research and add whatever they wish 
as desired. If an array of a million synthetic men seems useful, for example, we wish 
you the best I Our approach to these rules has been as serious as possible considering 
the nature of the material upon which they are based. Without denegrating in any way 
whatsoever the literary efforts of Edgar Rice Burroughs, there is no question that much 
of the material which makes an excellent story has no part in a set of miniature rules, 
and we are certain that readers will readily agree. Still, all games are in a sense fan- 
tasy, and games based on fantasy need know no bounds, so play it as you see it, and 
have fun. 




GREEVl AMD RED WARRioRS 
BffTTt-E. ori BAR soon 



PART I: LAND WARFARE 



SCALE 



While figure size is contemplated as a relative constant — save with regard to flier 
models — the figure-to-troops scale, the ground scale, and the time scale are varied: 

FigureScale— 1:50 1:1 1 :1 (fliers) or 

1:50 (flier) 

Distance 1" = 10 yards 1" = 6 feet 1 " = 1 ,000 yards 

Time 1 turn = 1 min. 1 turn = 10 sec. 1 turn = 1 min. 

As figure scales are not mixed on the table the only incompatability arises when 
fliers are incorporated. As the speed of these vehicles is such that they can begin, 
traverse, and end a turn off even the largest of playing areas, battles which involve 
land and air are treated separately in the rules with regard to air-to-ground and ground- 
to-air exchanges, save for debarkation of troops from fliers. Thus, the incompatibility 
is dealt with so as to not actually distort the game. 

TURN SEQUENCE 



Two different systems of play are considered: 
Written Orders (1:50 scale only): 

1 ) Both sides write orders for all units which are in play or will come into play 
during the turn. Orders must include formation, and formation changes, dis- 
tance of movement, direction of movement, and type of movement (including 
special attack) . 

2) Beginning turn fire is taken simultaneously. 

3) Movement according to orders is carried out; with mid-turn fire taken. 

4) End turn missile fire is considered simultaneously taking place, although one 

side or the other may determine effects first, and casualties are extracted 
simultaneously. 

5) Morale checks necessary are made. 

6) All melees are resolved. 

7 ) Morale checks necessary are made 
8) Repeat steps 1-7. 

Move -Counter -Move (either scale): 

1) Beginning turn missile fire is taken simultaneously. 

2) Side "A" moves all infantry units; with mid-turn fire taken. 

3) Side "B" moves units of all types, with mid-turn fire taken. 

4) Side "A" moves all cavalry units, with mid-turn fire taken. 

5) End turn missile fire is conducted simultaneously. 

6) Morale checks are made as necessary. 

7) All melees are resolved. 

8) Morale checks are made as necessary. 

9) Steps 1 - 8 are repeated each turn with the roles of "A" and "B" alternating, 
i.e. on the 2nd turn "B" would move all infantry units first. 

7 



MOVEMENT TRAYS AND ORGANIZATION 

For game purposes when employing the 1 :50 scale it is necessary to mount oil figures 
upon movement trays (hereafter called stands). In order to conform to the organization 
of Barsoomian armies as given by Edgor Rice Burroughs the basic stand is two human-type 
infantry figures , and one figure per stand for any other type of troop . This may be mod- 
ified, however, by mounting all troops on the same size stands according to the follow- 
ing ratios: 

10 human-type infantry, or 

5 green Martain infantry, or 

5 human-type cavalry, or 

3 green Martain cavalry. 

A one man stand should be square, with a two man stand double that, etc. Stand 
depth should be double that of infantry for human-type cavalry and quadruple that of 
infantry for green Martain cavalry. In any case some two- and one-figure stands should 
be included for representation of scouts and skirmishers. 

Personality figures and their personal guard are mounted on a one-man stand. 
Martain organization is as follows: 



Number of Troops 


Number of 


Designation 


Unit 


in Unit 


Figures 
2 


of Unit 


Commander 


100 


Utan 


Dwar (Capt.) 


1,000 


20 


Dar 


Teedwar (Col.) 


10,000 


200 


Umak 


Odwar (Gen.) 


20,000 + 


- 


Army 


Jedwar (Marshal) 


MOVEMENT 









Movement distances are given for land troops. All aspects of aerial warfare will be 
dealt with in a separate section. Note that movement for both the 1:50 scale and for 
the 1 : 1 scale is the same, exception Special Movement which is shown according to 
the two different scoles. 

Movement Table: 



Troop Type 

Human Infantry, formed 

Human Infantry, skirmishing 

Green Infantry 

Human Cavalry, formed 

Human Cavalry, skirmishing 

Green Cavalry 

Plant Men 

Ape, Apt, or Orluk 

Banth 

Calot 

Darseen or Sith 

Unridden Wild Thoat 

Zitidar 



Normal Move 


Charge Move 


9" 


15" 


12" 


- 


12" 


18" 


15" 


24" 


21" 


- 


18" 


30" 


15" 


21" 


12" 


21" 


15" 


24" 


24" 


39" 


9" 


18"/30"* 


21" 


36" 


12" 


21" 



speed of Sith in full flight 









Special Movement: 

Personality Figure 

John Carter 

Carthoris 

Tars Tarkas 

Other Major Figures 

Woo la 

Plant Man 

Thoat Carrying Double 

Formed Movement: 



Movement 
Bonus Afoot 

9" 
6" 
3" 
1" 
3" 

3" penalty 



Jump Movement (1:50/1:1 scales) 
Forward Upward Rearward 



5"/25" 1 "/25" 

3"/l5" l/2"/3" 



3"/l5" l/2"/3" 



2"/10" 
1 "/5" 



Units which are formed ore positioned so as that all stands in the unit or units are 
touching. Note that Green Martian troops are always considered to be skirmishing. 

Skirmish Movement: 

Units which are skirmishing are considered to be in loose order, and to depict this 
fact their stands must be at least one inch away from each othe r, all directions con- 
sidered. 

Charge Movement: 

Charges can be sustained for a maximum of three turns of movement for game purposes, 
and thereafter the figure or figures concerned must have satisified at least one of the 
following requirements before they can charge again for from one to three turns of 
movement: 

1 ) make only normal moves for three or more turns, or 

2) move at one-half normal speed for one turn followed by 
a move at normal speed for one turn, or 

3) make no movement at all for one turn. 

The above restrictions are modified for purposes of 1 : 1 play with regard to: 
1 ) John Carter, who may move up to nine charge moves, and 

2) Carthoris and Tars Tarkas, who may make up to seven 
charge moves, and 

3) Other Major Figures, who may charge for as many as five 
turns of movement. 

Special Movement Restrictions: 

Movement bonuses (or penalties) always apply to moves as pertains to the appro- 
priate figures. 

Jump movement is treated as charge movement with regard to the number of jumps 
possible before rest is required, Plant Men having the ability to jump up to seven times. 



FORMATIONS 

Only human-type troops fight in a disciplined formation. This has been taken into 
consideration if designing the combat tables. 

Human-type units may change formation at any time. The penalty for a formation 
change is simply one-half normal movement, and any other movement made must be at 
normal speeds. Thus for a human-type infantry Dar (20 figures) to move from skirmish 
formation to any other formation costs but one-half move. 



Formations Fbssible 

Line 

Skirmish Line 
Column 

Attack Column 
Ail-Around Defense 



Infantry 
Human-Type 
yes 
yes 
yes 
yes 
yes 



Green 

no 
yes 
yes 

no 
yes 



Cavalry 
Human-Type Green 



yes 
yes 
yes 
yes 

no 



no 
yes 
yes 
no 

no 




XSSUS 
Goddess oF L*£& ETERNAL 



10 



««/. 



TERRAIN EFFECTS ON MOVEMENT 



ROUGH GROUND 



BROKEN GROUND 



HILLS 



TREES 



MOUNTAINS 



Slows foot (formed) by 3" 

Slows cavalry by 6" 

Cavalry charge: Each thoat has a 2 in 36 (2 or 12) 

chance of stumbling, rider stuned 6 turns 

Leaps have a 1 in 6 chance of causing a fall, 

leaper stunned 1 - 6 turns 

Formed movement is not possible 

Charge movement is not possible 

Leaps have a 2 in 6 chances of causing a fall, 

leaper stunned 2-12 turns 

Movement uphill is at -3" 

Charges downhill are permitted only if the slope 

is very gentle 

Units may not move through trees in formation 
Movement is at a 3" penalty through trees 
No charges through trees are permitted, but 
units may charge out from trees 

Only normal moves are permitted, all speeds 
reduced by one-half 



THE BARSOOMIAN CODE OF BATTLE 

The inhabitants of Mars are ethical to the extreme in battle. Thus, the attacker will 
never face a weapon superior to his own, for this would violate the code. The equal and 
lesser weapons are given below: 



Attack Weapon 
Radium Rifle 
Radium Pistol 

Bow 
Javelin 

Lance, 40' long 
Lance, 20' long 

Long Sword 
Short Sword 
Hatchet 
Dagger 



Defenders Choice 

Any hand or shoulder weapon 

Radium pistol, bow, javelin, hurled sword, lance, long 

sword, short sword, hatchet, or dagger 

As above for Radium Pistol 

Javelin, hurled sword, lance, long sword, short sword, 

hatchet, or dagger 

As above for javelin 

Hurled sword, lance, long sword, short sword, hatchet, 

or dagger 

Long sword, short sword, hatchet, or dagger 

Short sword, hatchet, or dagger 

Hatchet or dagger 

Dagger 



If the Barsoomian Code of Battle is violated by a player his opponent(s) immediately 
increase one class due to their feriocity at this villany. Furthermore, if combat is at 
1:1 and the Individual Combat rules are in use, this increase is permanent. 

MISSILES (Excluding all Missiles Concerned with Aerial Combat ) 

As noted above all fire to or from fliers will be considered in that part of the rules 
which details aerial warfare. Types and ranges of missiles used in land battles will be 
detailed here, and the effects of missile fire will be given in the combat tables. 

Number of Ranks Firing: One, except bows which may fire two ranks deep. 



11 



Rate of Fire: 

Javelins 

Bows 

Pistols 

Rifles 



Missile Ranges: 

Javelins (or Hurled 

Sword*) 
Bow 
Pistol 
Rifle 



— once per turn, 3 times maximum per figure 

— twice per turn, 20 times maximum per figure 

— twice per turn, 30 times maximum per figure 

— twice per turn, 200 times maximum per figure 
Troops firing twice may not move. 

Range at 1 :50 

6" 

24" 

48" 

Unlimited * 



* + 



Used only in Individual Combat 
Maximum range for Hurled Sword 
Sighting device allows fire up to 200 miles 





Ra 


nge at 1; 


:1 




Short 




Medium 


Long 


6"** 




18" 




30" 


30" 




75" 




120" 


40" 




80" 




240" 


60" 




120" 


Uni 


imited*** 



Firing Procedure: Units may fire at the beginning of the turn only if they are eligible 

to fire twice. Fire is taken as follows: 

Turn 



Beginning 



Mid' 



End 



Unit Which 

Fires once/turn no yes (or) yes 

Fires twice/turn yes (and) yes (or) yes 

* see Pass-Through Fire 

Any unit meleed at the end of movement may not fire end fire. 
Arc of Fire: 

Foot — 45 deg. left or right 

Mounted — 135 deg. left, 45 deg. right 

Split Move and Fire: This type of maneuver is not permitted. 

Pass-Through Fire: Missile troops which do not fire at the beginning or move during a 
turn may elect to fire at any unit which passes through their range and arc of fire, in- 
cluding troops charging them. Pass-through fire is taken at the half-way point of the 
target's movement, prior to all other fire and before movement is completed. 
Indirect Fire: Only bow armed troops may fire indirect. They may fire over the heads 
of intervening troops which are at least 2" (or 10" using 1:1 scale) away from the firing 
troops. Indirect fire reduces target casualties by one-half. Indirect fire over relatively 
low objects and/or terrain features is also possible, but the relative height of the inter- 
posing object must be considered. 

Missiles may not fire at units behind skirmishers except for indirect fire. 
Note: Missiles may not be fired into a melee. 

Extraction of Missile Casualties: This is done in the same manner as in melee casualty 
extraction which is explained in the next section (Melee). 

Loss of Personality or Commander Figure: This loss is incurred in exactly the same man- 
ner as in melee. (See Melee). 

TERRAIN EFFECTS UPON MISSILES 

If an additional rank of missile troops is standing upon higher terrain then the rank 
or ranks ahead of it which are eligible to fire, the rank on higher ground may also fire. 



12 



Thus, two ranks of all types of missile troops, save bows, would be eligible to fire, and 
three ranks of bowmen could fire. 

Missile fire in dense woods is not permitted. 

Terrain effects upon casualties from missile fire are dealt with in the combat tables. 




: -M\\ 



Red u/arrior. on 
DoriEsTic THoST 



13 



MELEE 

Melee occurs when stands or figures of opposing sides touch. Only touching stands 
or figures are counted in melees. 

Number of Rank s Fighting in a Melee ; Only the first rank fights in a melee, but troops 
behind up to ten ranks deep may be used to fill-in front rank casualties. Skirmishing 
formations count only five ranks deep. 

Extraction of Casualties: Casualties are extracted according to the combat table 
(appears at the back of the booklet) from the rear ranks of troops involved, as it is 
assumed that rear ranks are filling-in front rank casualties. Count casualties left to right, 
rear to front. 

Continuation of Melee: Each turn there will be one "round" of battle when a melee is 
progress, and casualties will be extracted as explained above. The melee will end only 
when one side or the other has a morale failure. Morale is explained hereafter. 

Overlapping: Stands of a unit which is part of a melee, yet which have no enemy facing 
them are eligible to move onto the flank or rear of their opponents. This overlapping 
occurs only after the first round of melee has been resolved and the next movement turn 
has arrived. It can be stopped by the arrival of enemy troops in the path of the hereto- 
fore possible overlap. 

Flank Attack: Units attacked in the flank do not return casualties during the first round 
of melee, suffer double casualties and must check morale. Thereafter it is assumed that 
the flanked troops turn, and on the second and succeeding rounds of melee casualties 
are normal for both sides. 

Rear Attack: Units attacked in the rear do not return casualties during the first and 
second rounds of melee, suffer double casualties during these two rounds, and must check 
morale. Thereafter it is assumed that the troops attacked in the rear turn, and on the 
third and succeeding rounds of melee casualties are normal for both sides. 

Loss of Personality or Commander Figure: During melee there is a chance that these 
types of figures may be killed. The chance is not proportionate but is based on a one in 
six possibility. When six, or more casualties, have been incurred in a Dar roll a die, 
and if 1 is rolled the leader of that unit has been killed. Do this each time an additional 
six casualties occur. Otherwise, the leader is considered to be the last figure to die. 
When dealing with larger units (Umaks) this rule does not apply, and the Odwar of the 
Umak must be surrounded to be killed. 

MORALE 



Barsoomian morale in combat is exceptionally high, as all species of Barsoomians are 
generally very warlike and brave. This is reflected in the scores required to retain good 
morale. 

Morale Checks to be Made: 

- at 25% casualties - unit attacked in the flank 

- at 50% casualties - unit attacked from the rear 

- at 75% casualties - unit surrounded in the open 

- unit commander killed - attacked by flier in the open 

- personality figure killed - outnumbered by superior troops 

- routing unit within 3" by 3 or more to 1 

Morale Table, Including Bonuses and Penalties: 
The table for morale is given at the end of the booklet. 

14 



SIEGES 

Sieges are strictly for play in campaigns using the 1:50 scale. Generally speaking 
they are long and rather tedious affairs, and it is suggested that if they must be con- 
ducted the major part be done with paper and pencil. That is, the plan of the city being 
invested be drawn in triplicate. The defender should indicate his dispositions on one 
copy, the attacker his earth works and dispositions on another, and a referee keep track 
of both on the third copy. Attempts to escalade, breach a wall, or whatever can then 
be worked out by the referee, and the opponents informed of the results. Only when a 
successful foothold has been gained atop a wall or in a breech should play go to the 
table top. 

As a final word here it should be remembered that most cities fell to assualt from the 
air or through a fifth column opening a gate for the troops waiting outside. 

INDIVIDUAL COMBAT 



When employing the 1:1 ratio it is sometimes desirable to decide combat in some 
other manner than the melee system which is aimed at mass battles. It is always desir- 
able to use another system when personality figures are involved or when participants 
are engaging in adventures or when some form of animal is in combat. 

The individual combat system is based on 13 levels of ability for men (13th being the 
highest) and specific abilities for the most common types of large Martian animals are 
included and elaborated later in the booklet, thus: 



MEN: 

Level Typical Examples 

13 John Carter 

12 Carthoris, Tars Tarkas, Solon of Okar, Ulysses Paxton 

11 Mors Kajak, Tardos Mors, Kantos Kan, Thuvan Dihn, Gahan of Gathol 

Dotar Xodar, Green Jeddaks 

10 1st Rate Red Jeddaks, Green Chieftians 

9 1st Rate Jeds, Jedwars 

8 Princes, Dators, Chiefs, Dwars, 2nd Rate Red Jeddaks 

7 Teedwars, Odwars, Guard Padwars 

6 Padwars, 1st Rate Guards, Green Martians, 2nd Rate Red Jeds 

5 Regulars, 2nd Rate Guards, Green Females 

4 Levies, 2nd Rate Regulars 

3 2nd Rate Levies 

2 Novices 
Females 



ANIMALS: 

Ape (White), Apt, Banth, Calot, Darseen, Orluk, Plant Man, Sith, Thoaf, Zitidar 
Movement: Movement is the same as already given. 

Missile Fire : While missile fire can be handled in the manner previously given, a more 
personal method is recommended. 

16 



The players may elect to fire in a number of ways: 

- Fire and move 

- Move and fire 

- Fire and fire 

Pass-through fire is taken exactly as has been previously stated, and units meleed at 
the end of movement may not fire. Figures may not fire into a melee. 



Missile Fire Procedure: 

The firing player rolls two dice in sequence: The first is the number he must match or 
beat in order to score a hit, and it is modified by his status, weapon, the range, and so 
on. If the modified number is not matched or exceeded by the score of the second die 
the missile failed to hit its target. 



Modifications to the First Die 

Additions Subtractions 

Defender in soft cover +1 Green man firing -1 

Fire at long range +1 John Carter firing -1 

Target moving +1 Weapon is radium rifle -1 

Target behind hard cover +2 Target at short range -1 

Hits by missiles will kill any figure not above 6th level and all others, take the 
equivalent of seven wounds. 



Melee: 



Melees are conducted differently when fought on an individual basis. Blows are 
given according to iniative. To determine which figure strikes first the following prior- 
ities are used — 1 . supercedes all others; 5. is used only when all others do not apply. 

1 . If one figure surprises the other (ambush, flank attack, rear attack, etc.) 
it strikes first. 

2. The figure with the longer weapon strikes first. 

3. The charging figure strikes first if weapons are of equal length or if the 
defender's is shorter. 

4. If man vs. animal the man strikes first (he needs it !); if man vs. man the 
figure with the higher level of ability (13th, 12th, 11th, and so on 
down) strikes first. 

5. The figure which did not just move strikes first. 

Hit determination is accomplished by the roll of three dice. The Individual Combat 
Table is shown at the back of the booklet. The ability level of the attacked is com- 
pared to the level or animal type of the defender to find the score required to hit. The 
attacker then rolls the three dice and if the total equals or exceeds the number shown 
on the table a wound or a kill is scored. 

Rounds of Melee per Turn: 

There will be two rounds of melee fought each turn. 

17 




3Ell/- 



JoHNl CARTER , TARS T«RKAS 
and THE PLANfrnEM o-f SflRsoon 



18 



INDIVIDUAL ADVENTURES 

In order to allow for this type of play it is necessary that a referee oversee the effort. 
The referee must prepare some large-scale maps of various areas of Barsoom, as well as 
city plans for the deserted metropolises which ring the edges of the dry sea bottoms. On 
these maps he will indicate the presence of unusual terrain features, Green Martain 
hordes, animals, strange races, treasures, or whatever he deems applicable. The adven- 
tures will then set out afoot, on thoats, or by flyer in whatever direction they wish — 
without seeing the referee's maps. He will inform them of what they find along the way, 
and gradually the adventurers will develop mo re-o r- 1 ess accurate maps of the areas they 
have traveled. The purpose of these adventures is not simply to map, however. It is to 
gain fighting ability that individuals risk their lives in the Barsoomian wilderness, for 
with each successful combat with men or animals, with the acquisition of lost treasure, 
the individual moves up the levels towards the unreachable plane where John Carter 
reigns alone ! 

Unexpected Encounters: Each day spent in the pursuit of adventure on Barsoom is likely 
to bring some unexpected encounter. Remaining aloft in a flier, of course, negates 
chance for encounter unless men are present to fire at it. The matrixes which follow 
will serve to indicate what is likely to be encountered according to the type of stopping 
place at the end of the day ! 

Time and Movement: Both of these factors will depend on the maps devised by the ref- 
eree. However, a man afoot can cover about 20 miles per day. A thoat-mounted ad- 
venturer perhaps 50 miles per day. A typical flyer cruising at well over 100 miles per 
hour will pose some difficult problems for judges until his map making has covered the 
whole Martain globe! As a suggestion, spaces of approximately 20 scale miles across 
will be most likely to allow relative ease in handling adventures. 



Encounter 
Probability 



1-3 



1-3 



1-2 



Die Roll 


Marsh 


Jungle 


Cold Region 


1 


Banth 


Banth 


Apt 


2 


Darseen 


Sith 


Orluk 


3 


Apes 


Darseen 


White Men 


4 


Red Men 


Apes 


Yellow Men 


5 


Green Men 


Red Men 


Red Men 


6 


UNUSUAL* 


Green Men 


Black Men 


Encounter 
Probability — 


1-2 


1-3 


1-4 


Die Roll 


Hills, Woods 
or Uplands 

Banth 


Dead Sea 
Bottom 

Banth 


Deserted 
City 


1 


Banth 


2 


Apes 


Ca lots 


Apes 


3 


Calots 


Thoats 


Apes 


4 


Red Men 


Zitidars 


Green Men 


5 


Green Men 


Green Men 


UNUSUAL* 


6 


UNUSUAL* 


Green Men 


UNUSUAL* 



* Referee must determine what wierd creature appears. 
19 



If an encounter occurs the chances of mutual sighting vary: 



Party is 
Ambushed 

6 
6 

5,6 
4-6 

** Mounted or afoot. Treat 1-5 man fliers as Party Size 5-9 and other fliers as 10 + 

If some type of men ore encountered there will be a chance that there will be other 
interesting things connected with their appearance: 



Number of 




Party is 


Mutual 


Adventurers 


** 


Unseen 


Sighting 


1 




1-4 


5 


2-4 




1-3 


4,5 


5-9 




1-2 


3,4 


10 + 




1 


2,3 



Die 

1 
2 

3 
4 
5 
6 



Human-Type Men 

Party afoot 

Party thoat-mounted 

Party with flier 

Party with flier 

Party with flier & prisoner 

Party with flier & 1-2 male prisoners 



Green Man 



Scouts for a small horde 

Scouts for a larger horde 

Nothing unusual 

Nothing unusual 

Parry has 1-3 male prisoners 

Party has noblewoman (1-4) 

or princesses (5,6) prisoner 

Advancing in Combat Ability: Advancement in this area is a function of the number of 
successful encounters the adventured has had with men and animals. Of lesser importance 
are such things as freeing prisoners and capturing items such as fliers, mounts, weapons, 
treasure and so on. As a general guideline we suggest the following: 



Ability 
Level 

1 

2 

3 
4 
5 
6 



Points to 
Attain it 


1000 
2000 
3000 
5000 
8000 



Ability 
Level 

7 

8 

9 

10 

11 

12 



Points to 

Attain it 

12000 
17500 
24000 
32000 
45000 
60000 




20 



Point Accumulation: Points accumulate according to the following table. In cases 
where no example is given it is up to the referee to adjudicate the gain. 

Capturing and Returning with 



Killing Animal 


Killing 


Level 


Type — 




of Warrior 


Ape 


1000 


1st 


25 


Apt 


1000 


2nd 


50 


Banfh 


1500 


3rd 


75 


Calot 


750 


4th 


100 


Darseen 


500 


5th 


200 


Orluk 


750 


6th 


350 


Plant Man 


2000 


7th 


600 


Sith 


5000 


8th 


1000 


Thoat 


100* 


9th 


1500 


Zitidar 


100* 


10th 


2250 


■ 




11th 


3000 






12th 


4000 



Warrior 



Other 



1st 


30 


For freeing — 


2nd 


75 


- Prisoner 2000 


3rd 


125 


- Nobleman 4000 


4th 


150 


- Lady 5000 


5th 


275 


- Princess 1 0000 


6th 


450 


Flier — 


7th 


750 


-small 3000 


8th 


1250 


- large 7500 


9th 


2000 


Treasure — 


10th 


3000 


per 1000 


11th 


4000 


of value 10 


12th 


5500 


Mounts, ea. 50 
Arms, ea. 20 



: counts only if the animal is attacking to kill. 




CALoT PlfWT 



■s?tvi 



21 




PLftKT MM 



Adventures in the Pits: It is not readily possible to explain fully herein the method of 
preparation of labyrinth maps by the referee in order for players to adventure in the 
pits which form mazes beneath every Barsoomian city, old or new. It is suggested that 
if the participants find such play desirable they have their referee thoroughly re-read 
all eleven of the Mars series by ERB and then pick up a copy of DUNGEONS & 
DRAGONS, Rules for Fantastic Medieval Wargames Campaigns (also available from 
Tactical Studies Rules) . 

More on the Barsoomian Code: It must be remembered at all times that when men faced 
men their single desire was generally to come to grips with bare steel I This usually 
applied to the Green Martians as well (for example we have John Carter blasting them 
by the score, yet they do not in turn shoot back with their radium rifles, but rather they 
finally gallop up and overcome him with swords I ) Therefore, the referee should not 
allow the attacker to use missile weapons unless he faces an animal or an opponent he 
cannot otherwise reach. The code seems to have slipped considerably during times of 
active warfare between empires. 

Animals vs. Animals: Certain dwellers on Barsoom tame and use animals in warfare. 
The Green men, for example, make extensive use of the calof for this purpose. Some 
Orovarians make use of banths in a like manner. Players may attempt to capture and 
tame like animals for their own use. While animal vs. animal situations are not common. 



22 



their use in warfare and the possibilities of their use in Individual Adventures are such 
that a provision for combat between animals was a necessary part of the rules. 

Assassins: These silent killers can range from 5th to 10th level of combat ability. They 
can strike anyone — for pay, and killing one is worth twice the normal value in points 
according to his level. Hiring an assassin, his fee, and so on will normally be a feature 
of campaign play (see next section) and will always be handled by a referee. 




BAN77/ vs CALOT 

23 



INDIVIDUAL COMBAT TABLES 

The tables proper are found at the end of the booklet along with the other tables. 
This section simply details the use of the tables. 

Animals vs. Animals and/or Men; Men vs. Animals: Procedure: 

1 . If an animal is attacking an animal roll three dice, and if the score equals 

or exceeds the number shown in the lower left hand segment of the appropri- 
ate box on the matrix the attacker has panicked and run away. No combat 
takes place. Otherwise, go to step 2. 

2. Check to see if any special abilities will modify later steps. 

3. Roll the three dice once again and if the score equals or exceeds the number 
shown in the upper right hand segment the animal has killed its opponent. 
No further combat takes place. Otherwise, go to step 4. 

4. If the dice roll for 2. above, equals or exceeds the number shown in the 
upper left hand segment the attacking animal has wounded its opponent. 

5. Regardless of wounds which may have been dealt, repeat steps 2. through 4., 
alternating opponents, until one is killed or succumbs to it's wounds. 

Missile Fire vs. Animals: 

When a man opts to fire (or hurl) a missile at an animal he gives up his first attack 
on the combat table. However, there is a good chance that the missile will kill the 
animal. This procedure is done simply by modifying the combat table as follows: 

1 . The score to wound becomes the score to kill. 

2. A total score of one less than the number shown to wound indicates that the 
missile has caused four wounds on the animal. 

3. A total score of two less than the number shown to wound indicates that the 
missile has caused three wounds on the animal. 

4. A total score of three less than the number shown to wound indicates that the 
missile has caused two wounds on the animal. 

5. A total score of four less than the number shown to wound indicates that the 
missile has caused one wound on the animal. 

6. Lesser totals indicate a miss. 

Animals Special Abilities: This reflects the abilities, natural equipment, or size of 
certain Barsoomian animals. 

The white apes with a club has a + 1 on its roll to wound or kill. 

The charging banth gains a +1 on its roll to wound or kill on the turn of its charge. 

The plant man which can't leap over its opponent loses a - 2 from its dice roll to 
wound or kill. 

The sith has a second attack roll which represents its stinger, and if it makes the 
number shown or exceeds it, the opponent is killed. 

The Thoat and the Zitidar gain a +2 on the dice roll to kill on any turn which they 
charge into combat. 

Woola gains a + 1 on all dice rolls ! 

Men vs. Men: Procedure: 

1 . Determine who has the iniative or will give the first attack. 

2. Roll three dice and consult the appropriate chart. 

(Animals vs. Animals and/or Men; Men vs. Animals or Men vs. Men, Combot 
and Iniative) -- if the score equals or exceeds the larger of the two numbers 
shown then the opponent is killed and that combat is over. 

24 



3. If the number equals or exceeds the smaller of the two numbers shown for men 
then the attacker has scored a wound. 

4. Check iniative: 

a. if this is not the third successive time which one opponent has held the 
iniative it must be diced for by the defender who rolls three dice and 
must equal or exceed the smaller number shown on the Men vs. Men 
table or the iniative remains with the attacker, or 

b. if this the third successive turn in which the iniative has been with the 
same opponent it automatically devolves upon the other opponent for 
that turn, while the former attacker will assume role a. above next 
turn. 




BLflcK PlRffTES AND TriERNS 
BBTTLE. IN THE VftLUy DoR 

25 




GREEKl PIEM and FLIERS 
of HEL?UM 



Wounds: The number of wounds possible for animals to take before death is indicated on 
the appropriate table. Men are killed at one wound above their level of fighting ability, 
and it takes 15 wounds to kill John Carter. 

Weapons: The tables assume that men are facing animals with long swords. If a lesser 
weapon is used there is a one point loss on dice rolls. With greater weapons or when 
mounted a one point bonus is gained on dice rolls. A mounted charge gains a two point 
bonus on the first turn of combat. A mounted lance charge gains a three point bonus on 
the first round. A mounted lance charge with a poisoned lance against a sith gains both 
the three point bonus noted above and causes any wound to kill. 

When men are fighting men it is assumed that equal weapons are being employed 
according to the Barsoomian Code. If one opponent is an Okarian with long sword, 
hook sword, and cup shield and the other opponent is not so equipped he gains a one 
point advantage on defense, and unless the opponent has a second weopon in his left 
hand to counter the hook sword the Okarian will also gain a one point advantage in 
offense. If weapons are not equal the opponent with the greater weapon will gain a one 
point advantage on both attack and iniative dice rolls. 

Multiple Opponents: In situations where several animals and/or men are involved or 
where one animal or man is attacking several men and/or animals, or any other similar 
case: 

1 . Roll the dice for the attacker or attackers and extract any losses from the 

defender or defenders. 

2. Reverse roles and use stem 1 . above. 

3. If men vs. men check initiative for each defender, and, if one gains it all 
do. 

26 



CAMPAIGNS 

Campaigns, like personal adventures, must always be conducted by a neutral referee. 
They can be based on a 1:50 scale, a 1:1 scale, or both scales as the situation dictates. 
The important feature of a campaign are manpower , supplies, income, and transport as 
far as the participants are concerned. The referee will prepare maps for each player, 
outline the vital statistics of the power base of each player, and set forth some form of 
objective. Thereafter it will be up to the participants to give the campaign form by their 
planning and actions. The Mars series gives quite a few details of typical city/empire 
populations and overall status. From these descriptions can be drawn the necessary in- 
formation upon which to base the potential of each empire. For example, Helium will 
have no trouble fielding a million man army (plus Green Martain auxiliaries to the 
number of 50,000 or more), transport it anywhere with ample air support, and supply it. 
This means that any objective for Helium must be grand indeed ! 

A "non -historical" approach to a Barsoomian campaign is to place all participants 
on a relatively equal footing by assuming that each commands a territory and force 
approximately equal to the others. One may be the Jeddak of a Green horde, another 
the Jed of a city with a large population but only a few fliers (Kaol, for instance), and 
so forth. Objectives can then be kept to a par. 

Campaign features such as recruiting mercenary troops, researching new weapons, 
spying, and assassination must also be determined by the referee. 

We have found it to be practically impossible to write really complete campaign 
rules, for there is always some new feature cropping up or some new idea which a player 
wishes to try. If the campaign is begun simply, giving only the information noted above, 
it will function quite well for a few turns. The referee will then be able to handle each 
new detail as it arises, and a set of house rules for the campaign will quickly and nat- 
urally develop. And a word of advice here: We have anticipated in campaigns which 
quickly developed — into monsters of paper work for the referee and for the players 
alike; needless to say, the affairs never saw any conclusion. Keep campaigns as simple 
as possible, and the players will love them I 

PART II. AERIAL WARFARE 



There are various types of standardized fliers considered for purposes of these rules. 
ERB mentions many other kinds and varieties which can be added if desired. Fliers will 
be treated in two ways: large fliers will be dealt with assuming the 1:50 scale, while 
the small ones will be treated assuming the 1:1 scale (ignored entirely in 1:50 games). 
The actual scale of flier models used should be about 1 :1200 for the large ones and 
1:200 for the small ones. For ease of play crew rosters should be maintained, with a 
side note as to the damage sustained by the flier itself. 

MOVEMENT 

Movement can be either simultaneous with written orders, or on a move-counter- 
move basis. If the latter method is adopted there will be a difference in the firing 
procedure (see FIRING ) . 



Speed: 


Type of Flier 


5-1/2" 


Super Battleship 


6" 


Battleship 


6-1/2" 


Battle Cruiser 


7" 


Cruiser 


7-1/2" 


Light Cruiser 


8" 


Scout Cruiser* 


8-1/2" 


Large Scout* 




27 







BAR 



Shaded Areas Are 



WESTERN HEMISPHERE 



28 












SO O M 



Dead Sea Bottoms 




a a ;; •"- V. ^ 

m <i 'i- --A* '/ 

1 . ' * yf^. Entrance O ' . 



SOUTH POLE 






29 









l/7ifpmr* 





i 



3E/I/.. 




: -N 



BMSMWnu, WMH ;„ 



30 



Speed: 

9" 
5" 
7" 



Type of Flier 

Small Scout* 
Heavy Transport 
Light Transport 



* small fliers used only at 1 :1 

Climb: Climbing requires 1" of movement for every 1/2" of climb. Maximum angle 
of climb is 1/2" altitude for every 2" ahead. 

Ceiling: Due to the thin atmosphere of Barsoom the maximum altitude is 3,000 yards 
(3") Placing the fliers on altitude blocks in thicknesses of 1/2" is ideal for 
indicating height. 

Dive: Diving gains 1/2" of additional movement for every 1/2" of altitude descent. 

Maximum angle of dive is 1/2" for every 2" ahead. 

Turns: Turns are possible only at the end of movement, allowing changes up to 45 

degrees. 

Exception: When going into battle six or more fliers can maneuver so as to 
form a "Barsoomian Circle", providing they are within normal movement 
distance of each other. This configuration is circular with approximately 
one-half to one inch between fliers. The fliers can fly in a circular fashion 
as long as the formation is maintained. 

Note: Flier speeds are based on 1" equaling 1000 yards and 1 turn equaling 
1 minute. This does not readily convert to ground actions (as previously men- 
tioned) even at greatly reduced speeds. For this reason a separate section 
which amalgamates the two systems is given later. 



FLIERS 





Number of 


Gunner 


Crew 


Marine 


Officers 


Type of Flier 


Guns 


Bombs* 


Figures** 


Figures 


Figures 


and NCO's 


Super Battleship 


22 Heavy 


90/30 


22 


6 


6 




Battleship 


1 4 Heavy 


75/25 


14 


5 


5 




Battle Cruiser 


8 Heavy 


45/15 


8 


3 


3 




Cruiser 


12 Med. 


30/10 


6 


2 


1 




Light Cruiser 


8 Med. 


15/5 


4 


1 


- 




Scout Cruiser**** 


8 R.F. 


6/2 


8 


22 


60 


10 


Large Scout **** 


4 R.F. 





4 


5 


- 




Small Scout**** 


2 R.F. 





2 


2 


- 




Heavy Transport 


4 Med. 





2 


2 


30*** 




Light Transport 


2 Med. 





1 


1 


10*** 





* first number is total bomb load; that following the slash is maximum 

number droppable in a turn 
** includes R.F. gun crews and marines firing radium rifles 
*** these are the troops being transported, assuming human-type men. 
If Green Martians are carried the ratio is one Green for every three 
human-types, so capacity becomes 10 for the Heavy Transport and 3 
for the Light Transport. If small thoats are carried the ratio is one 
small thoat for every five men. If large thoats are carried the ratio 



31 



is one for every fen men. 
**** for use in 1 :1 scale only 
R.F. = Rapid Fire gun, a light weapon. 



Armament Patterns: 

Type of Flier 

Super Battleship 
Battleship 
Battle Cruiser 
Cruiser 
Light Cruiser 
Scout Cruiser 
Large Scout 
Small Scout 
Large Transport 
Small Transport 



Bow 



Starboard 



Port 



*one swivels to fire starboard broadside, one port broadside 
** swivels to fire to either starboard or port broadside 

Note: Rapid Fire guns aboard large-type fliers have been ignored 
and their effects subsumed. 



FIRE: 



Stern 



2* 


9 


9 


2* 


2* 


5 


5 


2* 


1** 


3 


3 


1 *# 


2* 


4 


4 


2* 


1 ** 


3 


3 


1 ** 


I ** 


3 


3 


1** 


1 ** 


1 


1 


1** 


] ** 


_ 


- 


1 *# 


] ** 


1 


1 


1 +* 


1 ** 


- 


- 


1 ** 



Fire will depend on which movement system is used. If the simultaneous movement 
system is employed all fire will come at the end of the turn. If the move-counter-move 
system is used there will be an exchange of fire after each player has moved. 

Method of Fire: 

Fliers will fire at opponents most similar to their class, firing at the nearest target 
first, however. Concentrations of fire (several ships on one enemy) must be ordered the 
previous turn. 

After targets are designated fire will be taken one gun at a time, players rolling the 
dice and consulting the FIRE TABLE — FLIERS (found at the end of the booklet). If 
using large numbers of ships, roll for each broadside. Damage scored will be recorded, 
and when all fire is over movement will again commence unless any boarding actions 
are to take place (see following rules GRAPPLING and BOARDING). 



ELEVATION AND DEPRESSION OF GUNS 



Type of Gun 

Rapid Fire Gun 
Medium Gun 
Heavy Gun 



Maximum Elevation 



Maximum Depression 



90 deg. 15 deg. 

60 deg. * 30 deg. 

45 deg. ** 15 deg. 

* 90 deg. elevation, deg. depression 
for ground sited gun. 

** 75 deg. elevation, deg. depression 
for ground sited gun. 



32 




SCOUT 
FLIERS 



33 



DAMAGE 

Damage scored by hits depends on the type of gun fired and is modified by the poss- 
ibility of Critical Hits. 

Basic Damage: 

Hit by Gun Type Points of Damage 

Radium Rifle 1 

Rapid Fire Gun 5 

Medium Gun 30 

Heavy Gun 150 

Damage Effects: 

25% damage — speed down 1" 

50% damage — speed down 2-1/2", ceiling down to a 2" maximum 
75% damage — speed 1" maximum, ceiling 1" maximum 
90% damage — ship powerless; adrift at 100' altitude 
100% damage — ship explodes, bums, and crashes 

Critical Hits: Critical hits will effect damage. The table for these types of hits is shown 
with the firing table, hit location table, etc. at the back of the booklet. Effects of 
critical hits are as follows: 

Double or Triple Damage — Simply multiply damage points accordingly 

Engine Hits — Totally destroy engines, thus making the flier powerless 
to do other than descend by means of its boyance tanks, 
although theflier may still fire normally, it cannot turn 
nor move other than to descend 

Propeller Hits — Destroy the propellers and cause the flier to act as if 
it were powerless (engine hit) for six turns; thereafter 
it is assumed that propellers are replaced, and normal 
movement may resume 

Ray Tank Hits — Effect bouyancy and cause the flier to go down at the 
bow by 15 deg. , stern by 15 deg. , or if a midships bouy- 
ancy tank is hit to lose 1 " from the maximum altitude 
ceiling; if a flier is at a pitch of 30 deg. bow or stern it 
must be abandoned as inoperable 

Steering Hits — Cause an immediate and permanent loss of the ability 
to control the flier normally, although vessels larger 
than Scout Cruisers can steer by variance of the pro- 
pellers' pitch and speed, allowing turns up to 15 deg. 
but preventing the circular maneuver by such fliers 

Note: Critical hits always cause normal damage to a ship in addition to their other 
effects, although this does not mean that "2 x damage" scores three times normal damage, 
for instance. 

RAMMING AND COLLISION 

A purposeful ramming or an accidental collision have virtually the same effect. Fliers 
moving at the same altitude which come together at a relative speed of 1" or greater fall 
into either of these two catagories. To compute damage simply compute the relative 
speed of impact (two ships traveling at 5" each which collide bow-on meet at 10". For 
every 1 " of relative speed the lighter of the two vessels takes 10% damage, and the 

34 



heavier the same amount. In addition, roll on the critical hit table, ignoring results 
which call for additional damage, (no critical-type but damage results) but using all 
others, for the lighter of the two fliers (if both are the same class roll for both). 

Example: A light cruiser accidentally collides with a cruiser. The light cruiser is 
moving perpendicular to the cruiser at 6" that turn, so if takes 60% damage or 300, dam- 
age points, and the cruiser also takes 300 damage points. In addition, the light cruiser 
must roll on the critical hit table, ignoring the roll if a 5 or a 6 comes up as this roll 
indicates additional damage. 

GRAPPLING 

All Barsoomian fliers are equipped with highly sophisticated grappling tackle. When 
fliers come within 1/2" or closer while on the same altitude (not more than about 100' 
apart) either or both may attempt to grapple. For every Crew figure above 1, and for 
every Gunner figure not engaged in firing guns, one grapple can be attempted. A 
grapple is successful on a roll of 1-3. A grapple can only be cut on a roll of 1 . The 
figures eligible to cut grapples are the same as those eligible to make them. One side 
may attempt to cut grapples on the same turn that the other may attempt to grapple. 
Note that if both parties are attempting to cut grapples that they are considered as 
automatically gone. Ships with parted grapples are moved 1" apart immediately. 

Once one or more grapples have been successfully made the ships in question are 
treated as a single unit, and this unit becomes stationary on the next turn. At that time 
boarding can take place. Once boarding occurs, grapples cannot be cut. 

More than one flier can attempt to grapple the same opponent. In fact, there is no 
limit to the combinations possible if the vessels concerned otherwise meet the qualif- 
ications stated above for grappling. 

BOARDING 

All figures, including Officer figures, not otherwise engaged in some other action 
are eligible to board. Figures which are to take part in the boarding action are moved 
to the edge of their flier which adjoins that of the enemy which is to be boarded. 

All figures, including Officer figures, not otherwise engaged in some other action 
can resist attempts to board. Figures which are to resist a boarding attempt are moved 
to the edge of their flier so as to oppose the enemy figures. 

This movement is considered to be more-or-less simultaneous, so morale will have a 
greater effect during boarding actions than is usual on Barsoom. The number of figures 
on each side is multiplied by their dice score total for Steady Morale as shown on the 
MORALE TABLE. This number ranges from 10 down to 6. 

This is modified by the bonuses and penalties just as in a morale check situation, but 
the final number is multiplied by the crew number. For example: A Black Pirate Battle- 
ship is about to board a Battle Cruiser from Helium. Some of the First Born gunners 
remain to fire the unengaged guns while all other figures board — assume 5 Gunners, 
3 Crew, 5 Marines and 1 Officer, or 14 figures. Base morale is 10, 1 is added as they 
are attacking, 1 is added for their commander being with the attackers, and as there 
are no penalties a total of 12 morale factors is multiplied times 14 figures to give a 
force value of 168. The Heliumites resist with every available figure — assume 6 Gun- 
ners, 2 Crew, 3 Marines, 1 Officer, and 1 Personality Figure (John Carter!). Base 
morale is 10, 1 is added for the commander being there to help resist boarding, and 2 is 
added for the personality figure of John Carter; there ore no penalties. 13 morale fac- 
tors are multiplied by 13 figures to bring a total score of 169. 

Boarding Melee: In the interest of clarity this table will be given here and again at the 
end of the work. Unless sufficiently high odds are obtained melee will have to be fought 
before one side or the other manages to triumph. The relative force of each side is com- 

35 



pared in order to come to on odds ratio 1- 1 , 3-2, etc.): 

BOARDING MELEE TABLE: 
Result 



Odds Ratio 


1-1 


3-2 


2-1 


3-1 



Compute casualties as in normal melee, and boarding melee continues 
next turn (recompute odds) 

As at 1- 1 , but after casualties are computed there is a 1 in 6 chance 
that the weaker side will become disorganized 

As 3-2, but there is a 3 in 6 chance for disorganization of the weak- 
er side 

Compute casualties as in normal melee, weaker side is disorganized, 
stronger side is aboard weaker side's flier, and boarding melee con- 
tinues next turn (recompute odds) 
4- 1 Compute casualties as in normal melee, weaker side then surrenders, 

stronger force captures flier. The losing ship commander jumps off 
his ship. 

Using the example of the Block Pirates attempting to board the Cruiser from Helium 
given above, the melee odds come out to a 3-2 in favor of the defenders. The 14 Black 
Pirates inflict 4 casualties upon the Heliumites, while they receive in turn 3 casualties 
inflicted by the normal component of the vessel plus 3 from John Carter, or 6 (don't 
mess with John Carter ! ). Assume that the First Born do not become disorganized. If 
they are reinforced next turn by 7 Gunner figures their value will be 15 multiplied by 
12 is 180. The Heliumites have 9 figures times a morale value of 13 or 117. This then 
gives the attackers an odds ratio of 3:2. They inflict 4.5 casualties, and next turn the 
Heliumites will receive a morale penalty of - 1 for 50% casualties. The Heliumites will 
again inflict 6 losses upon their opponents (thanks to John Carter), so the Black Pirates 
will also suffer a morale penalty for 50% casualties. On the third round there are only 
9 attackers with a morale value of 11 for a force value of 99. The Heliumites have 5 
figures times a morale value of 12 or 60. Another round at 3-2 (no disorganization has 
been assumed). The attackers kill 3 figures. The 4 Heliumites score 1 kill, and John 
Carter another 3 for a total of 4. There are now 5 Black Pirate figures left alive and 2 
defenders. The next round will see the lone Heliumite crewman figure killed, while 3 
First Born take the final plunge. The two remaining Black Pirates can only wound (score 
a partial kill) John Carter, while he can wipe them out. 



BOMBING FLIERS 

Bombing ground targets will be dealt with in a following section. A occasional 
Barsoomian tactic is to pass over the top of an enemy ship and drop "keel bombs" upon 
it. The total number of bombs carried by each ship, as well as the maximum number 
which can be dropped during a given turn, has been given previously (see FLIERS). 

When a flier passes above an enemy vessel during the course of its move — regard- 
less of at what point during the move this passing-over occured — dropping of bombs 
may be called for. The bombing player rolls two dice for each bomb, consulting the 
BOMBING TABLE, AERIAL TARGETS (see back of booklet). If his score equallsor ex- 
ceeds the base number, as modified, a hit has been scored. 

Each bomb does 500 points of damage to a flier when it hits. Assume that no critical 
hits or crew casualties or gun hits occur. However, as an optional rule, critical hits 
can be rolled for: assume that each bomb acts as a hull top hit, and record accordingly. 

36 




JoHtf CARTER 
UUARLORD of BAR. Soon 



37 



AIR-TO-GROUND COMBAT 

Fliers passing over ground installations or troops cannot logically be placed on the 
table, for their speed is such that they traverse the largest of tables with ease at cruis- 
ing speed. However, their operations in landing troops are another story and will be 
dealt with below. 

Fire: In order to employ their guns fliers must either come in at a low altitude or be 
firing at a very tall target. Since the latter is fairly unlikely, assume that fliers firing 
at ground targets are at about 500 altitude and at close range (all fire is considered 
short) unless a fortified area is under attack. The fliers may then wish to begin fire at 
medium or long range, and under most circumstances they will have this option. To 
determine hits simply use the To Hit, All Weapons chart found in the FLIERS, AERIAL 
COMBAT TABLE . All guns will do the same amount of damage as noted on this same 
table. 

You will note that the Radium Rifle has a factor of 1 . When firing at troops it is 
easy to convert the larger gun types to the MISSILE FIRE TABLE, and this is used to 
determine target casualties. For example, assume a cruiser is firing 6 Medium Guns at 
troops behind hard cover (a city wall perhaps). Going to the MISSILE FIRE TABLE it is 
seen that 10 Radium Rifles kill 5 Infantry, but that this is adjusted to only 50% of the 
figure due to hard cover, so 10 Radium Rifles kill 2-1/2 figures. As each Medium Gun 
is of 30 factors they are equal to 30 Radium Rifles, so each gun that scores a hit will 
kill 7-1/2 figures, and if all 6 hit there will be 45 casualties I However, it should be 
noted that such an occurrance is improbable, for cities will have large guns and fliers 
to oppose the enemy vessels. Again, if the targets were Green Martians in an abandoned 
city they would be hidden, and fire would have to be at structures rather than at troops. 

Fire at Structures: This type of fire is treated as any other type. The typical values for 
structures are: 

Structure Type Defense Value 

Small Stone Building 500 

City Wall, 1" Section 500 

City Wall, Gate 2,000 

Medium Stone Building 1,000 

Large Stone Building 2,500 

Small Fort 3,000 

Medium Fort 5,000 

Large Fort 10,000 

Rapid Fire Gun Emplacement 500 

Medium Gun Emplacement 1,500 

Heavy Gun Emplacement 2,500 

Guns damage structures according to their value, i.e. a Heavy Gun does 150 points 
of damage when it hits. 

Troops Landing: Troops can be landed in two ways: The flier carrying them can attempt 
to land and disembark its contingent; or the flier may pass over the area where the troops 
are to land and drop a form of paratroops, for Barsoomian armies often have equilibri- 
motors. These are a form of anti-gravity device which also allow lateral movement. 

Fliers coming in to disgourge troops are treated normally. 

Fliers dropping equilibrimotor equipped troops are considered to be moving slowly at 
1" altitude (1000 yards). The troops will be in the air during the next turn while they 
descend and are treated as normal targets for Rifle fire. 
Bombing Ground Targets: 

Because of their shrapnel effects and due to the more confined space in which they 

38 



explode, bombs dropped on ground targets do 1000 points of damage when they score a 
direct hit rather than 500 points as they do against aerial targets. The fliers releasing 
the bombs can be at any altitude normally possible. The table for bombing ground tar- 
gets is given at the back of the booklet. 

Night Actions: 

While search lights make night actions possible they are not recommended due to the 
difficulty of handling them properly. 

GROUND-TO-AIR FIRE 

This type of fire is handled in the same manner as aerial fire. In most cases fire will 
be at the Hull Bottom of fliers, although this will not be true when fliers are very low, 
or grounded. Green Martians will receive a bonus of 1 to hit when firing Radium Rifles 
at fliers. This will allow them to ambush any fliers which are foolish enough to fly at a 
low speed and altitude over an abandoned city. 

Radium Rifle Fire: When Radium Rifles are fired targets can be selected rather than dis- 
tributed by chance providing the target selected is shown on the appropriate Target 
Facing of the Hit Location chart, and only during the first turn of fire in ambush situ- 
ations. At other times they will be fired normally. 



PART III: NOTES O N PERSO NALITY FIGURES, BARSOOMIAN RACES & ANIMALS 

John Carter: As the "finest swordsman of two worlds", John Carter is unbeatable by 
either Barsoomian or Jasoomian. His prowess, however, goes beyond those already noted 
in the rules. First, the Warlord has exceptional telepathic powers, so that while he 
can read the minds of all but the most careful Barsoomians with ease, they cannot pick 
up a single thought from John Carter. Additionally, he is able to sense animal thoughts, 
so when John Carter is on guard no stealthy approach will serve white ape or banth 
surprise him. John Carter is also very strong, even by earth standards, and on Mars this 
becomes exceptional strength. One mightly blow of his fist will drop a huge Green 
Martian dead in his tracks. Although he seldom uses his deadly fists, they are weapons 
of great power, and their potential has never been charted. 

Ulysses Paxton: As the second Jasoomian to be transported to Barsoom, Ulysses Paxton 
confirms the fact that the average earthman with o bit of military training and practice 
with a sword or rapier quickly becomes a formidible warrior upon Barsoom -- once the 
trick of using earth-trained muscles in the lighter gravity of Mors has been mastered. 
What of his punches? 

Carthoris: Having inherited much of the strength of his father, Carthoris is one of the 
most formidible warriors on Barsoom. His natural talent for swordplay combined with his 
ability to jump and leap great distances make his a match for any fighter save his father, 
John Carter. Again, what power does Carthoris pack in his fists? 

Tars Tarkas: Jeddak of the Tharks, friend and ally of John Carter, master swordsman, 
fearless warrior — all describe the greatest of the Green men of Borsoom. Tars Tarkas 
is both more intelligent than most of his fellows and far more humane in his outlook on 
life. 

Solon of Okar: Despite his age (over a thousand years) and size (a shriveled little 
fellow) we have John Carter's own testimony that Solon is one of the most accomplished 
fighters that the Warlord ever faced; perhaps he was the most accomplished. 
Mors Kajak, Tardos Mors, Kantos Kan, etal: These personalities are outstanding among a 
world of warriors due to their fighting ability. Like most Barsoomians in high positions, 
these fighters have maintained or gained their prominence through their mastery of 
weapons and their personal bravery. They will usually go to any extreme in order to 
rescue a princess in distress. 

39 




TRRS TARKflS 
JEDOAK of TH8RK 



40 



Red Martians: The red race is the most numerous upon Barsoom, and its members run the 
gam it from the most superb fighters to the most abject cowards. It is this race which 
maintains most of the inhabited cities upon the planet, and, excluding the Green 
Martians, they account for perhaps 75% of the population. 




CAPTHoRfe 



41 




kfiN7b$ 



KfiM 



42 




/EllowJ WARR^n. 



43 



White Martians: This catagory includes the almost extinct Orovarions who have blonde 
or auburn hair and the bald Therns who wear yellow wigs. Although the latter are 
somewhat ignoble, both types are among the staunchest of fighters. They regard all 
races as beneath them, although they are somewhat in awe of the First Born. All Therns 
are not of equal ability, the best of the type being awarded the title of Holy Therns. 
These latter constitute perhaps a third of the type. The white race comprises perhaps 
10% of the Barsoomian population, with the Orovarions having only about 3%. Orovars 
are found only in bst cities; Therns inhabit the Valley Dor at the South Role and some 
colonies within Red Martian cities. 

Black Martians: The black race is perhaps the single finest type upon all Barsoom, for 
its members are above average in both height and masculature. They are handsome in 
appearance and brave beyond compare. Furthermore, their bravery is matched by their 
fighting ability. They claim to be the "First Born" of all Barsoomian humans, and this 
is what they call themselves. Others, however, know them as the Black Pirates because 
of their propensity for raiding and plundering. They comprise about 5% of the population. 
The Black Martians inhabit the underground world of Omean and the "Rift" in the 
northern part of the Western Hemisphere. 

Yellow Martians: These sturdy, black-bearded men are known as Okarians. They live 
in domed cities scattered about the northern polar region. As a race they are excep- 
tionally capable fighters. Their chief weapons are the javelin, the long sword, the 
"cup shield", and hook sword. Any fighter engaging an Okarian with sword, hook 
sword, and cup shield would not violate the Barsoomian Code if he were to counter 
with long sword and short sword. The Yellow men comprise about 10% of the total 
population. 

Green Martians: These strange creatures are all nomadic, roaming about the dead sea 
bottoms of Barsoom. There are many tribes of Green men, the largest being the Tharks, 
the fiercest the Warhoons. Smaller tribes are not noted on the map. They typically take 
their tribal name from the abandoned city which they have chosen to house their Jed or 
Jeddak. Of all their warlike abilities, their marksmanship with the Radium Rifle is by 
far the most outstanding. They are not prone to use their 40' lances against humans, 
except in large battles against many times their own number of Red men for example. 
They do, however, employ them extensively against other Green peoples. The sword is 
undoubtedly their favorite weapon I There are perhaps two million Green tribesmen on 
Barsoom, with a total population of perhaps five million when females and children are 
considered. 

White Apes: These are terrible monsters with a cunning almost equal to human. Many 
seem to have a rough tribal organization, and those that do always use stone (or some 
other form of) clubs. Because of this glimmering of true intelligence apes will not 
always behave as a typical animal. They infest the abandoned cities of Barsoom, and 
they are also found in many other places. The strength of a white ape seems to be about 
double that of a Green man. 

Darseen: This is a generic name for Martian reptiles. There are small darseen, little 
chameleon-like lizards, and great reptiles capable of severing the head from a man in 
one bite. It is these latter sort which are considered in the rules. The largest mentioned 
is the monsterous albino lizard beneath Kadabra. The tables consider darseen to be 
about half again as big as a monitor lizard, and if larger ones are encountered it should 
be adjusted accordingly. 

Malagor : This giant bird is not mentioned in the combat tables or elsewhere in the rules, 
for it is very rare. It is of great size with a wing spread of about 20'. It can fly at a 
speed of about 60 miles per hour carrying a passenger, and it can carry two persons with 
little loss of speed. They can fly all days without tiring, although they need a night to 
rest thereafter. They are hawk-like, and their disposition is quite ferocious. 

44 




FIRST BORN 






45 










HoLy TUERtf 



46 



Orluks: We are taking a few liberties with this monster, for ERB never really described 
the Orluk, other than to say it was a black ond yellow striped artic-dwelling cornivor. 
It is weasel-like in appearance, being about the size of a jaguar. The orluk has four 
legs, great fangs and a lust for blood like the little Jasoomian animal it resembles in 
form. Although it has a keen sense of smell, it has rather weak eyes or else it would be 
far more deadly than it is. 

Other Animals: The other Barsoomian animals are described in sufficient detail so as 
not to merit further attention here. 




3EII/. 



WHrTE APE 

47 




PPT 




MISSILE FIRE TABLE 









Target Is 




Type of Missile 
Per 10 Fired 


Human-type 
Infantry 


Green 
Infantry 




Human-type 
Cavalry 


Green 
Cavalry 


Javelins 
Arrows 
Radium Pistols 


2 

3 

4 


1 

1-1/2 

2 




1 

1-1/2 

2 


1/2 

1 
2 


Radium Rifles 


5 


5 




3 


3 


Adjustments: 













- Green Martians firing Radium Rifles add 1 kill per 10 Firing to result shown above. 

- Soft cover such as vegetation subtracts 25% from casualties. 

- Hard cover such as stone walls subtracts 50% from casualties. 

- Fire at skirmishers subtracts 50% from casualties. 

Fractions: Retain all fractions until such time as they total a whole at which time a 



casualty is accordi 


ngly extracted. 










MELEE TABLE 












Attacker Is 






Defender Is 








Human-type 
Without 
Shield 


Infantry 
With 
Shield 


Green 
Infantry 


Human-type 
Cavalry 


Green 
Infantry 


10 Human-type 
Infantry 


3 


2 


1 


1 


1/2 


5 Green Infantry 


2 


2 


1 


1 


1/2 


5 Human-type 
Cavalry* 


2 


2 


1 


1 


1/2 



3 Green Cavalry** 3 3 2 2 1 

* or 1 12th Level Personality Figure 
** or 1 13th Level Personality Figure 

Adjustments: 

- Add 1 casualty if: 

- charging into melee 

- enemy disorganized 

- Add 2 casualties if: 

- mounted lance charge into melee 

- enemy retreating 

- Double casualties if: 

- 1 sf round of flank attack 

- 1 st or 2 nd round of rear attack 

- enemy routing 

Fractions: Retain all fractions until such time as they total a whole at which time a 
casualty is accordingly extracted. 



49 



MORALE TABLE 

MORALE CHECKS TO BE MADE 

- at 25% casualties - unit attacked in the flank 

- at 50% casualties - unit attacked in the reor 

- at 75% casualties - unit surrounded in open 

- unit commander killed - attacked by flier in open 

- personality figure killed - outnumbered by superior 

- routing unit within 3" troops by 3 or more to 1 

Check by basic units (Dar ot 1 :50, Utan at 1:1) os indicoted above. Roll two dice 
and if the total score exceeds the numbers shown for that type of troops then their morale 
has failed and they retreat one full move and must remain stationary for one turn. If 
they are attacked either by missile or melee while stopping after a retreat (or during the 
move back) the unit routs. Routed units move until they are off the table and do not 
return. They do not melee. 

Score on Two Dice 



Unit is Dis- 
organized — 


Check Again 
Next Turn 




11 




10 




9 




8 




7 



Unit Has 

Steody 

Morale Unit Type or Classification 



10 Heliumitic Guards & Navy, First Born, Holy Therns, 

Orovorian Guards, Okarian Guards, Green Men 
9 Heliumitic Regulars, Therns, Okarians, Orovars, Red 

Guards and 1st Rate Navies 
8 Heliumitic Levies, Okarian Levies, Red Regulars, 

Green Females, 2nd Rate Red Guards 
7 Red Levies, 2nd Rate Red Regulars 

6 2nd Rate Red Levies, Red Females 

Bonuses and Penalties to Morale Score Required: 

Bonuses Penalties 

- Attacking +1 

- Flier Support +1 

- Commander with 

Unit +1 

- Personality 

Figure with 
Unit +2 



- 50% Casualties 


-1 


- Unit Disordered 


-1 


- Attacked in 
Flank 


-1 


- Attacked in 




Rear 


-2 


- Commanded Dead 


-2 


- Unopposed Flier 

Attacking 
Troops in Open 

- Surrounded in 

Open 


-3 

-3 


- Outnumbered 
3-1 


-3 


- Personality 

Figure Dead 


-4 



Total all bonuses and penalties to arrive at adjusted total for morale roll. Units which 
are surrounded or whose total is down to 2 for steody morale surrender and are taken 
prisoner. 

Typical Examples of 1 st and 2nd Rate Cities : 

1st Rate 2nd Rate 

Gathol Amhor 

Hastor Dursor 

Kool Jahar 

Kobol 
Manafaj Phundal 

Manator Tjanath 

Manatos Toonol 

Ptarth Zodango 

all Panors are 2nd Rate 

50 



BOARDING MELEE TABLE: 
Odds Ratio Result 



1 - 1 Compute casualties as in normal melee, and boarding melee continues 

next turn (recompute odds). 

3-2 As at 1 - 1 , but after casualties are computed there is a 1 in 6 chance 

that the weaker side will become disorganized. 

2-1 As 3 - 2, but there is a 3 in 6 chance for disorganization of the 

weaker side. 

3-1 Compute casualties as in normal melee, weaker side is disorganized, 

stronger side is aboard weaker side's flier, and boarding melee con- 
tinues next turn (re compute odds). 

4-1 Compute casualties as in normal melee, weaker side then surrenders, 

stronger force captures flier. 

BOMBING TABLE, AERIAL TARGETS 

Base score to hit: 9 

Target is moving relative to bombing vessel +2 

Target is more than 500' below bombing vessel +1 

Target is small (light Cruiser or smaller) +1 
Target is large (Battle Cruiser or larger or 

or Heavy Transport) - 1 

Roll two dice, and if the total equals or exceeds the modified base score to hit the bomb 
has struck the target doing 500 points damage. All other bombs miss and do no damage. 

BOMBING TABLE, GROUND TARGETS 

Base score to hit: 8 

Target is more than 1000 yards below 

bombing vessel + 1 

Target is gun emplacement +2 

Target is small building or wall +1 

Target is small fort +1 
Bombing vessel is under fire from 

Heavy Gun(s) +1 

Target is large building or large fort - 1 

Target is plainly identified* -1 

* ringed with fire or otherwise outstandingly marked 

Roll two dice — 

Score under adjusted base number = miss, no effect 

Score equal to adjusted base number = near miss, 10% effect 

Score above adjusted base number = hit, 1000 points damage 

Exposed personnel, vehicles and animals are considered dead or destroyed if within the 
immediate area of the target when a near miss or hit is scored. 



51 



INDIVIDUAL COMBAT 

ANIMALS VS. ANIMALS AND MEN 

MEN VS. ANIMALS TABLE 





! 


















DEFENDI 


R 




















ATTACKE 


WOUNDS 

TO WHITE DAR- 
KILL APE APT BANTH CALOT SEEN ORLUK MAN SITH THOAT ZITIDAR 13 


12 


MEN 

10 7 4 3 
119 8 6 5 2 1 


White Ape 


1 
1 
1 
1 


6 
6 

7 
5 
4 
4 
6 
10 
5 
9 

3 15 

2 13 
12 

3 11 
? 10 
3 9 
' 8 
i 7 
j 6 
1 5 
i 4 
! 3 

2 


12 16 
16 * 


12 15 
14 * 


13 

9 


17 


13 16 

14 * 


10 15 
16 * 


12 15 
15 * 


13 16 
16 * 


13 
6 


18 

* 


10 
10 


17 


10 

8 


18 


14 - 


13 


18 

* 


12 16 

* 


10 14 

* 


8 12 

* 


Apt 


13 16 
15 - 


12 17 
16 - 


14 
16 


17 


13 15 
15 - 


11 13 
18 - 


12 16 
17 - 


14 16 
13 - 


13 

7 


18 


13 
15 


17 


14 

8 


18 


14 - 


12 


18 


11 16 


9 15 


7 13 


Bonth 


7 14 


8 15 
18 ? 


12 
17 


17 
? 


9 14 
- ? 


10 15 
- ? 


8 15 
- ? 


7 15 
18 ? 


7 
15 


17 

? 


6 


16 

? 


7 
16 


17 


13 - 
- ? 


12 


18 
? 


10 16 
. ■> 


8 14 


6 12 
- ? 


Calot 


12 17 


11 16 
15 - 


12 
16 


17 


12 16 
17 - 


10 15 


12 16 
18 - 


10 17 
17 - 


8 
14 


18 


18 
17 


17 


8 
10 


18 


15 - 


13 


12 


12 17 


10 15 


7 12 


Darseen 


14 17 
17 - 


13 16 
18 - 


15 
18 


17 


12 16 
18 - 


12 16 


13 16 


15 18 
18 - 


14 
18 


18 


15 


17 


14 


18 


15 - 


14 


18 


12 16 


11 15 


9 13 


Orluk 


13 17 
17 - 


12 16 
15 - 


13 
16 


17 


12 17 
18 - 


11 15 
18 - 


12 16 
16 - 


14 16 
14 - 


11 
16 


18 


13 
17 


17 


12 
15 


18 


14 - 


13 


18 


12 16 


11 14 


10 13 


Plant Man 


10 15 

X 


11 15 

- X 


13 


16 

X 


13 16 

- X 


8 14 

- X 


8 15 

- X 


13 16 

X 


12 


16 

X 


10 


14 

X 


10 


15 

X 


13 - 

- X 


10 


17 

X 


8 14 

- X 


6 12 

X 


4 10 

- X 


51th 


12 16 
- 13 


11 16 
- 12 


12 


17 
12 


13 17 
- 13 


7 15 

- 14 


8 16 
- 13 


10 15 
- 16 


12 


18 
10 


13 


17 
9 


12 


18 
11 


12 - 
- 18 


11 


18 
16 


10 16 
- 14 


9 15 
- 12 


7 14 

- 10 


Thoat 


13 16 

17 ** 


14 16 
16 ** 


14 
12 


17 


15 16 
18 ** 


9 16 
18 ** 


12 16 
16 ** 


14 16 

O ** 


14 
8 


18 

** 


12 
16 


16 

** 


13 
14 


18 

* + 


15 - 

_ ** 


14 


18 

** 


12 16 


11 14 

_ ** 


10 12 

— ** 


Zitidar 


14 15 
17 ** 


15 15 
18 ** 


15 
16 


16 

** 


16 15 
18 ** 


13 14 
18 ** 


15 15 
18 ** 


13 14 
16 ** 


12 
7 


18 


14 
18 


15 

** 


12 
17 


16 

** 


16 - 

_ ** 


15 


18 


13 14 

_ ** 


12 12 

_ ** 


11 11 

_ ** 


Men: Leve 


8 13 


7 12 


9 


14 


8 11 


5 10 


7 11 


8 14 


8 


17 


8 


13 


6 


15 


\ SEE / 

\ MEN / 

/vs\ 

/ MEN \ 




9 14 


8 13 


10 


15 


9 12 


6 11 


8 12 


9 15 


9 


18 


9 


14 


7 


16 




9 15 


8 14 


10 


16 


9 13 


6 12 


8 13 


9 16 


9 


- 


9 


15 


7 


17 




10 15 


9 14 


11 


16 


10 13 


7 12 


9 13 


10 16 


10 


- 


10 


15 


8 


18 




10 16 


9 15 


11 


17 


10 14 


7 13 


9 14 


10 17 


10 


- 


10 


16 


8 


- 




11 16 


10 15 


12 


18 


11 14 


8 13 


10 14 


11 18 


11 


- 


11 


16 


9 


- 




11 17 


10 16 


12 


- 


11 15 


8 14 


10 15 


11 - 


11 


- 


11 


17 


9 


- 




12 18 


11 17 


13 


- 


12 16 


9 15 


11 16 


12 - 


12 


- 


12 


18 


10 


- 




12 - 


11 18 


13 


- 


12 17 


9 16 


11 17 


12 - 


12 


- 


12 


- 


10 


- 




13 - 


12 - 


14 


- 


13 18 


10 17 


12 18 


13 - 


13 


- 


13 


- 


11 


- 




13 - 


12 - 


14 


- 


13 - 


10 18 


12 - 


13 - 


13 


- 


13 


- 


11 


- 




14 - 


13 - 


15 


- 


14 - 


11 - 


13 - 


14 - 


14 


- 


14 


- 


12 


- 




15 - 


14 - 


16 


- 


15 - 


12 - 


14 - 


15 - 


15 


- 


15 


- 


13 


- 



52 



Notes on ANIMALS VS. ANIMALS AND/OR MEN: MEN VS. ANIMALS TABLE: 

Example 

White Ape vs. White Ape (1st Box) 



Number of 

Wounds Required 

to Kill White Ape (6) 



WHITE APE 



WHITE APE 6 



TO WOUND 



12 


16 * 


16 


* ^_ 



ATTACKER 
PANICS 



SPECIAL 
"ABILITY 






Upper Left: Score Required to Wound 

Upper Right: Score Required to Kill 

Lower Left: Score Required to Panic Attacker 

Lower Right: All but Dash (-) Indicates Special Ability to Kill 



Check to see if the animal attacking panics. 



2. Check to see if Special Abilities apply 

* +1 on wound/kill dice if club armed 

? +1 on wound/kill dice if charging into attack 

x if unable to leap over opponent lose -2 on all attacks 

13 (a number) indicates a second attack roll is always given to this animal, and 

if the score is matched or exceeded the opponent is killed 
** +2 on kill score if charging into attack 

3. When animals are involved iniative always changes with the defender in one turn 
becoming the attacker during the next. 

4. It is assumed that men are armed with long swords. If a lesser weapon is used sub- 
tract 1 from the dice rolls. If a greater weapon is used, or if the man is mounted, 
add 1 to the dice rolls made. A mounted charge gains 2 on the first turn of combat. 
A mounted charge with a lance gains 3 on the first round of combat. A mounted 
lance charge with a poisoned lance against a sith gains both the 3 point bonus noted 
above and causes any would to kill. 



53 



FLIERS, AERIAL COMBAT TABLES 



Weapon Range Table: 










Ra nc 


ie 




Weapon Type 


Short 




Medium 




Long 


Radium Rifle 




2" 






4" 




Long Range 


Rapid Fire Gun 




4" 






8" 




is completely 


Medium Gun 




6" 






12" 




unlimited in 


Heavy Gun 




9" 






18" 




this game 


Weapons Damage: 








Fliers 


, Maximum Da 


mage Possible: 


Type Weapon 


Damage Fi 


actors 




Type 


Flier 




Points of 

Damage 


Radium Rifle 


1 






Small Scout 




25 


Rapid Fire Gun 


5 






Large 


Scout 




50 


Medium Gun 


30 






Scout Cruiser 


250 


Heavy Gun 


150 






Light Cruiser 
Cruiser 




500 
800 










Battle 


i Cruiser 


1500 










Battleships 




2250 










Super 


Battleship 


2750 


Possibility of Weapon 


Type Damaging Sh 


ip Type: 


i 
un 


Medium 
Gun 




Ship Type 


Radium 
Rifle 




Rapi< 
Fire G 


Heavy 

Gun 


Small Scout 


yes 




yes 






yes 


yes 


Large Scout 


yes 




yes 






yes 


yes 


Scout Cruiser 
Light Cruiser 


no 
no 




yes 
yes 






yes 

yes 


yes 
yes 


Cruiser 

Battle Cruiser 


no 
no 




no 
no 






yes 

no 


yes 
yes 


Battleship 


no 




no 






no 


yes 


Super Battleship 


no 




no 






no 


yes 



Note: "no" does not mean that hits on exposed crew ore not possible; 
they are always possible, but fire at a man (or men) is always 
considered to be at a small target. 



To Hit, All Weapons: 

Target is - small 

medium 
large 



Short 

8 

7 
6 



Range Is- 

Medium 

10 
9 

8 



Long 

11 

10 
9 



If target is stationary subtract 1 from the required score; if the target is moving 
very rapidly or evasively, add 1 to the required score. 



54 



Hit Location: 




















Target- Facing 






Crew* 




Gun 


Hul 


II** 


Crit 


ical Hit*** 


Broadside 






2-4 




5,6 


7- 


11 




12 


Bow 






2 




3 


4- 


11 




12 


Stern 






2,3 




4 


5- 


10 




11,12 


Hull Bottom 






- 




- 


2- 


10 




11,12 


Hull Top 






2-6 




7 


8- 


11 




12 


* gun crew 


are 


alway 


s considi 


3red 


exposed 











** Hull hits record factors of damage, other hits (except when using the 
optional bombing method) do not 
***Roll again for results on CRITICAL HIT TABLE 

Critical Hit Table: 



Die Bow 

1 ,2 Officer Figure 
Killed 

3,4 Bow Ray Tank 
Destroyed 

5,6 1 -1/2 x Damage 



Broadside 



Stern 



Hull Bottom 



2 x Damage Stern Ray 3 x Damage 

Tank Des- 
troyed 

Midships Ray 2 x Damage 2 x Damage 
Tank Destroyed 

3 x Damage Propellers Midships Ray 



Determination of Target Size: 
Typical Large Targets 

Typical Medium Targets 
Typical Small Targets 



HullTop 
2 x Damage 



Steering 
Destroyed 

Engines 
Destroyed Tank Destroyed Destroyed 

Super Battleships, Battleships, Battle Cruisers, Heavy 
Transports 

Cruisers, Light Cruisers, Light Transports 

Scout Cruisers, Large Scouts, Small Scouts 



45 DETERMINATION OF TARGET FACING: 45 45 



TOP 



45 







BOTTOM 




BROADSIDE VIEW 



END VIEW 



55 



INDIVIDUAL COMBAT 
MEN VS. MEN, COMBAT AND INIATIVE 



+12 +11 +10 +9 +8 +7 +6 +5 +4 +3 +2 +1 -1 -2 -3 -4 -5 -6 -7 -8 -9 -10 


-11 


-12 


( Automatic ) 4 5 6 7 8 9 10 1112 13 14 15 16 17 18 18 18 


18 


18 


8 8 8 8 9 9 9 10 11 12 13 14 15 16 16 17 17 18 18 - 



Level Difference 
Iniative and to Wound ( 
To Kill 



Notes on MEN VS. MEN, COMBAT AND INIATIVE TABLE: 



1 . Determine the attacker and roll dice to wound/kill. 

2. If a kill is not scored the defender rolls to see if he can gain the iniative. 

3. The opponent with the iniative attacks. 

4. It is assumed that equal weapons are being used. If one opponent is an Okarian 
armed with long sword, hook sword, and cup shield, and the other is not so armed, 
he gains a one point advantage on defense, and unless the opponent has a second 
weapon in his left hand to counter the hook sword the Okarian also gains +1 on his 
dice rolls to wound/kill. If otherwise weapons are not equal the opponent with the 
greater weapon gains a one point advantage on both attack and iniative rolls. 



56 




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